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Kualan

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Everything posted by Kualan

  1. Very nice. I think taking some artistic license with the design is a good move - being able to incorporate more Gamorrean and Kowakian features into the final product makes them more consistent with how they're described over how they actually looked.
  2. Kualan

    Burnin Konn

    Very cool-looking map, well done!
  3. Cool - are there any models/characters you need that don't currently exist for JKA?
  4. Looking good, but a quick tip for SWTOR models I've found useful: When using the face textures, combine then with the normal map (the same texture ending in _n , usually appears all blue) so produce a more JKA-friendly version of the final result. What I usually do is: 1. Open the original face texture in Photoshop. 2. Open the normal map version. 3. On the normal map, go to Channels and disable everything except the Green channel. 4. With just the green channel visible, select all then copy and paste over to the main face texture. 5. Change the blend mode (feel free to experiment, I usually go for Soft Light) and set the opacity to somewhere in the 50-60% region. 6. Now go back to the normal map texture and repeat the process with the Blue channel. 7. Again, experiment with different blend modes but I usually go with Multiply and a 25%-35% opacity. With SWTOR human faces in particular, you can also experiment further by applying additional textures from the Complexions section of player texture and also applying them to the main face texture through the use of blend modes and opacity settings. The results help to combat the cartoonish look of the TOR models considerably, and reduced the washed out appearance of their textures in things like Modview. Just my two cents.
  5. Link just takes me to my own home file page I have most of your stuff downloaded already anyway of course but what's the new stuff?
  6. Sorry to hear that man, but I totally sympathise. ModDB admins seem very lax when it comes to responding to reports as well - having made several myself in the past. EDIT: Turns out ModDB doesn't even flag a file as reported until several people have done so. Perhaps it's time to name and shame some content thieves so we they can reported and pulled from the site?
  7. Don't know how I missed this, but this looks great! Hope you're still working on it.
  8. Very nice! Will follow this with great interest.
  9. Huh, weird. Wasn't it just a reskin of the standard Hapslash model? EDIT: Never mind, it's there. Did you update it? When you update a file it goes back into the approval queue.
  10. Nothing to show at the moment, folks. Am trying to prioritise my free time for finishing the next issue of my comic, so most content being worked on right now is for that.
  11. When you mirrored the arm mesh and renamed it to "l_arm" or whatever, did you also rename the bones? It looks like at the moment that the mirrored arm might still be linked to the original arm's bones? Go to the Object Data tab and under Vertex Groups check the names of the bones. E.g. if the mirrored arm is supposed to be the left arm, make sure under Vertex Groups it doesn't have bones like 'rhumerus' 'rradius' etc. If it does, just double click the entries and rename them to the exact same but with an L instead of an R at the beginning ('lhumerus', etc).
  12. @ , I think you've overlooked something. Are you checking both the Object -and- Object Data tabs to ensure there isn't a duplicate name somewhere? (Telltale signs are that Blender has added .001 or .002 to the end of it.) as duplicate names won't count and are the number 1 cause of that error message.
  13. I did this a short while ago: Doesn't work in-game completely yet, but I haven't continued working on it since I think there's actually very little difference between it and the old Darth_Shiftee head improvement available here: https://jkhub.org/files/file/618-trandoshan-head-improvement/
  14. When someone opens up their thread to requests...
  15. Funnily enough I already have a Gand Jedi buried somewhere in my models folder that looks pretty much exactly like that picture. Am tempted to try the Jedi Brute too...
  16. Can you upload the shader file you made based on Jeff's suggestion?
  17. Keep the suggestions coming, folks.
  18. That would only exacerbate the issue. Jeff is saying it looks like the shader file for it hasn't correctly made certain surfaces double-sided (which is one of the main things shaders are needed for) thus resulting in in-game results that resemble gaps in the model. It needs a shader file.
  19. It sounds like a long process, but in reality it takes 5 minutes to do. Maybe a little more the first time when you want to make sure you're following each step, but you'll soon have it as second nature.
  20. It's a bit fussy, but easy enough. This is assuming you want to take part of a JK2 model and put it on a JKA model: 1. In your base/models/players folder you should have a _humanoid folder taken from the JKA Asset pk3s. Create a backup of this folder (_humanoid_backup or something). 2. Replace the _humanoid folder with the one from the Jedi Outcast Asset pk3s. 3. Open Blender and import the JKO .glm like normal. Because the Blender plugin is now ready a JO skeleton from the _humanoid folder it will import without any issues. 4. Save the project as a .blend file (not Export, just regular Save As). 5. Exit Blender and replace the _humanoid folder with the original JKA backup. 6. Open Blender again. Import the JKA .glm you want to add stuff to. 7. Go to File -> Append. Then navigate to your saved JKO .blend file. 8. With the Append feature you can then select individual surfaces to import into Blender.
  21. I seem to remember that JKG had five or six well-crafted male Zabrak heads buried in its resources. Perhaps @@eezstreet or one of the other JKG guys would be happy for you to use them? They were literally just heads, but would be easy enough to pop onto the Jedi_HM torsos.
  22. Works equally well (have used such a method for various clone skins in the past) but I assume OP wants to use the final result in their machinima comic - which means they want to be able to greenscreen the model via Modview. Alpha channels tend not to render properly in that tool, with different levels of transparency based on the relevant surface's place in the model hierarchy. Besides, editing the model in Blender takes literally two minutes.
  23. Wow, where's the tank from?
  24. You don't need to edit the base Fett model in Blender, you can just disable that part of the helmet through the .skin file. Unless you want to keep the side panels that are part of the surface too. If you want to -just- get rid of the antenna part but keep those side panels, that's also simple to achieve in Blender: 1. Import model. 2. Select the head_com surface. 2b. Press 'M' in Object mode to move to another work tab for convenience. 3. Enter Wireframe mode, then Edit Mode. 4. Press B and draw a selection box to select most of the antenna, as much as you can get without vertices from the other parts of the model. It isn't necessary to be absolutely precise, so long as only vertices from the antenna are selected. 4b. Wireframe mode is important for this to ensure that when vertices overlap one another, you are selecting them all and not just the top-most one (as happens in Solid or Textured Views). 5. Press CTRL+L to 'Select Linked'. So long as you have most of the antenna vertices selected, Blender will then select the rest of the vertices that are 'linked' to the ones you have selected. i.e. it will expand the selection far enough to allow a clean 'cut' from the rest of the model. 5a. You can test if you have a clean cut by pressing G and trying to move the selected antenna away from the rest of the model. If it does so without dragging other parts of the surface with it, you can safely delete. 6. Rinse and repeat for the LODs (ones ending in _1 and _2). 7. Export. Recommended you do so to a custom folder, though, and not the base 'boba_fett' one.
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